/*************************************************************************** glanalyzer2.cpp - description ------------------- begin : Feb 16 2004 copyright : (C) 2004 by Enrico Ros email : eros.kde@email.it ***************************************************************************/ /*************************************************************************** * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * ***************************************************************************/ #include #ifdef HAVE_TQGLWIDGET #include #include #include "glanalyzer2.h" #include #include #include #include GLAnalyzer2::GLAnalyzer2( TQWidget *parent ): Analyzer::Base3D(parent, 15) { //initialize openGL context before managing GL calls makeCurrent(); loadTexture( locate("data","amarok/data/dot.png"), dotTexture ); loadTexture( locate("data","amarok/data/wirl1.png"), w1Texture ); loadTexture( locate("data","amarok/data/wirl2.png"), w2Texture ); show.paused = true; show.pauseTimer = 0.0; show.rotDegrees = 0.0; frame.rotDegrees = 0.0; } GLAnalyzer2::~GLAnalyzer2() { freeTexture( dotTexture ); freeTexture( w1Texture ); freeTexture( w2Texture ); } void GLAnalyzer2::initializeGL() { // Set a smooth shade model glShadeModel(GL_SMOOTH); // Disable depth test (all is drawn on a 2d plane) glDisable(GL_DEPTH_TEST); // Set blend parameters for 'composting alpha' glBlendFunc( GL_SRC_ALPHA, GL_ONE ); //superpose //glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); //fade glEnable( GL_BLEND ); // Clear frame with a black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear( GL_COLOR_BUFFER_BIT ); } void GLAnalyzer2::resizeGL( int w, int h ) { // Setup screen. We're going to manually do the perspective projection glViewport( 0, 0, (GLint)w, (GLint)h ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( -10.0f, 10.0f, -10.0f, 10.0f, -5.0f, 5.0f ); // Get the aspect ratio of the screen to draw 'cicular' particles float ratio = (float)w / (float)h, eqPixH = 60, eqPixW = 80; if ( ratio >= (4.0/3.0) ) { unitX = 10.0 / (eqPixH * ratio); unitY = 10.0 / eqPixH; } else { unitX = 10.0 / eqPixW; unitY = 10.0 / (eqPixW / ratio); } // Get current timestamp. timeval tv; gettimeofday( &tv, NULL ); show.timeStamp = (double)tv.tv_sec + (double)tv.tv_usec/1000000.0; } void GLAnalyzer2::paused() { analyze( Scope() ); } void GLAnalyzer2::analyze( const Scope &s ) { bool haveNoData = s.empty(); // if we're going into pause mode, clear timers. if ( !show.paused && haveNoData ) show.pauseTimer = 0.0; // if we have got data, interpolate it (asking myself why I'm doing it here..) if ( !(show.paused = haveNoData) ) { int bands = s.size(), lowbands = bands / 4, hibands = bands / 3, midbands = bands - lowbands - hibands; Q_UNUSED( midbands ); float currentEnergy = 0, currentMeanBand = 0, maxValue = 0; for ( int i = 0; i < bands; i++ ) { float value = s[i]; currentEnergy += value; currentMeanBand += (float)i * value; if ( value > maxValue ) maxValue = value; } frame.silence = currentEnergy < 0.001; if ( !frame.silence ) { frame.meanBand = 100.0 * currentMeanBand / (currentEnergy * bands); currentEnergy = 100.0 * currentEnergy / (float)bands; frame.dEnergy = currentEnergy - frame.energy; frame.energy = currentEnergy; // printf( "%d [%f :: %f ]\t%f \n", bands, frame.energy, frame.meanBand, maxValue ); } else frame.energy = 0.0; } // update the frame updateGL(); } void GLAnalyzer2::paintGL() { // Compute the dT since the last call to paintGL and update timings timeval tv; gettimeofday( &tv, NULL ); double currentTime = (double)tv.tv_sec + (double)tv.tv_usec/1000000.0; show.dT = currentTime - show.timeStamp; show.timeStamp = currentTime; // Clear frame glClear( GL_COLOR_BUFFER_BIT ); // Shitch to MODEL matrix and reset it to default glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // Fade the previous drawings. /* glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glBegin( GL_TRIANGLE_STRIP ); glColor4f( 0.0f, 0.0f, 0.0f, 0.2f ); glVertex2f( 10.0f, 10.0f ); glVertex2f( -10.0f, 10.0f ); glVertex2f( 10.0f, -10.0f ); glVertex2f( -10.0f, -10.0f ); glEnd();*/ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glEnable( GL_TEXTURE_2D ); float alphaN = show.paused ? 0.2 : (frame.energy / 10.0), alphaP = show.paused ? 1.0 : (1 - frame.energy / 20.0); if ( alphaN > 1.0 ) alphaN = 1.0; if ( alphaP < 0.1 ) alphaP = 0.1; glBindTexture( GL_TEXTURE_2D, w2Texture ); setTextureMatrix( show.rotDegrees, 0.707*alphaP ); glColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); glBegin( GL_TRIANGLE_STRIP ); glTexCoord2f( 1.0, 1.0 ); glVertex2f( 10.0f, 10.0f ); glTexCoord2f( 0.0, 1.0 ); glVertex2f( -10.0f, 10.0f ); glTexCoord2f( 1.0, 0.0 ); glVertex2f( 10.0f, -10.0f ); glTexCoord2f( 0.0 , 0.0 ); glVertex2f( -10.0f, -10.0f ); glEnd(); glBindTexture( GL_TEXTURE_2D, w1Texture ); setTextureMatrix( -show.rotDegrees * 2, 0.707 ); glColor4f( 1.0f, 1.0f, 1.0f, alphaN ); glBegin( GL_TRIANGLE_STRIP ); glTexCoord2f( 1.0, 1.0 ); glVertex2f( 10.0f, 10.0f ); glTexCoord2f( 0.0, 1.0 ); glVertex2f( -10.0f, 10.0f ); glTexCoord2f( 1.0, 0.0 ); glVertex2f( 10.0f, -10.0f ); glTexCoord2f( 0.0 , 0.0 ); glVertex2f( -10.0f, -10.0f ); glEnd(); setTextureMatrix( 0.0, 0.0 ); glDisable( GL_TEXTURE_2D ); glBlendFunc( GL_SRC_ALPHA, GL_ONE ); // Here begins the real draw loop // some updates to the show show.rotDegrees += 40.0 * show.dT; frame.rotDegrees += 80.0 * show.dT; // handle the 'pause' status if ( show.paused ) { if ( show.pauseTimer > 0.5 ) { if ( show.pauseTimer > 0.6 ) show.pauseTimer -= 0.6; drawFullDot( 0.0f, 0.4f, 0.8f, 1.0f ); drawFullDot( 0.0f, 0.4f, 0.8f, 1.0f ); } show.pauseTimer += show.dT; return; } if ( dotTexture ) { glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, dotTexture ); } else glDisable( GL_TEXTURE_2D ); glLoadIdentity(); // glRotatef( -frame.rotDegrees, 0,0,1 ); glBegin( GL_QUADS ); // Particle * particle = particleList.first(); // for (; particle; particle = particleList.next()) { glColor4f( 0.0f, 1.0f, 0.0f, 1.0f ); drawDot( 0, 0, kMax(10.0,(10.0 * frame.energy)) ); glColor4f( 1.0f, 0.0f, 0.0f, 1.0f ); drawDot( 6, 0, kMax(10.0, (5.0 * frame.energy)) ); glColor4f( 0.0f, 0.4f, 1.0f, 1.0f ); drawDot( -6, 0, kMax(10.0, (5.0 * frame.energy)) ); } glEnd(); } void GLAnalyzer2::drawDot( float x, float y, float size ) { float sizeX = size * unitX, sizeY = size * unitY, pLeft = x - sizeX, pTop = y + sizeY, pRight = x + sizeX, pBottom = y - sizeY; glTexCoord2f( 0, 0 ); // Bottom Left glVertex2f( pLeft, pBottom ); glTexCoord2f( 0, 1 ); // Top Left glVertex2f( pLeft, pTop ); glTexCoord2f( 1, 1 ); // Top Right glVertex2f( pRight, pTop ); glTexCoord2f( 1, 0 ); // Bottom Right glVertex2f( pRight, pBottom ); } void GLAnalyzer2::drawFullDot( float r, float g, float b, float a ) { glBindTexture( GL_TEXTURE_2D, dotTexture ); glEnable( GL_TEXTURE_2D ); glColor4f( r, g, b, a ); glBegin( GL_TRIANGLE_STRIP ); glTexCoord2f( 1.0, 1.0 ); glVertex2f( 10.0f, 10.0f ); glTexCoord2f( 0.0, 1.0 ); glVertex2f( -10.0f, 10.0f ); glTexCoord2f( 1.0, 0.0 ); glVertex2f( 10.0f, -10.0f ); glTexCoord2f( 0.0 , 0.0 ); glVertex2f( -10.0f, -10.0f ); glEnd(); glDisable( GL_TEXTURE_2D ); } void GLAnalyzer2::setTextureMatrix( float rot, float scale ) { glMatrixMode( GL_TEXTURE); glLoadIdentity(); if ( rot != 0.0 || scale != 0.0 ) { glTranslatef( 0.5f, 0.5f, 0.0f ); glRotatef( rot, 0.0f, 0.0f, 1.0f ); glScalef( scale, scale, 1.0f ); glTranslatef( -0.5f, -0.5f, 0.0f ); } glMatrixMode( GL_MODELVIEW ); } bool GLAnalyzer2::loadTexture( TQString fileName, GLuint& textureID ) { //reset texture ID to the default EMPTY value textureID = 0; //load image TQImage tmp; if ( !tmp.load( fileName ) ) return false; //convert it to suitable format (flipped RGBA) TQImage texture = TQGLWidget::convertToGLFormat( tmp ); if ( texture.isNull() ) return false; //get texture number and bind loaded image to that texture glGenTextures( 1, &textureID ); glBindTexture( GL_TEXTURE_2D, textureID ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexImage2D( GL_TEXTURE_2D, 0, 4, texture.width(), texture.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.bits() ); return true; } void GLAnalyzer2::freeTexture( GLuint & textureID ) { if ( textureID > 0 ) glDeleteTextures( 1, &textureID ); textureID = 0; } #endif